#include "actor.h" #include "gi.h" #include "m_random.h" #include "s_sound.h" #include "d_player.h" #include "a_action.h" #include "p_local.h" #include "p_enemy.h" #include "a_action.h" #include "p_pspr.h" #include "gstrings.h" #include "a_hexenglobal.h" #include "sbar.h" IMPLEMENT_POINTY_CLASS (AFourthWeaponPiece) DECLARE_POINTER (TempFourthWeapon) END_POINTERS BEGIN_STATELESS_DEFAULTS (AFourthWeaponPiece, Hexen, -1, 0) PROP_Inventory_PickupSound ("misc/w_pkup") END_DEFAULTS void AFourthWeaponPiece::Serialize (FArchive &arc) { Super::Serialize (arc); arc << FourthWeaponClass << PieceValue << TempFourthWeapon; } const char *AFourthWeaponPiece::PickupMessage () { if (TempFourthWeapon != NULL) { return TempFourthWeapon->PickupMessage (); } else { return PieceMessage (); } } bool AFourthWeaponPiece::MatchPlayerClass (AActor *toucher) { return true; } const char *AFourthWeaponPiece::PieceMessage () { return "A weapon piece! This is your lucky day!"; } void AFourthWeaponPiece::PlayPickupSound (AActor *toucher) { if (TempFourthWeapon != NULL) { // Play the build-sound full volume for all players S_Sound (toucher, CHAN_ITEM, "WeaponBuild", 1, ATTN_SURROUND); } else { Super::PlayPickupSound (toucher); } } //========================================================================== // // TryPickupWeaponPiece // //========================================================================== bool AFourthWeaponPiece::TryPickup (AActor *toucher) { bool shouldStay; bool checkAssembled; bool gaveWeapon; int gaveMana; checkAssembled = true; gaveWeapon = false; gaveMana = 0; shouldStay = PrivateShouldStay (); if (!MatchPlayerClass (toucher)) { // Wrong class, but try to pick up for mana if (shouldStay) { // Can't pick up wrong-class weapons in coop netplay return false; } checkAssembled = false; gaveMana = toucher->GiveAmmo (RUNTIME_CLASS(AMana1), 20) + toucher->GiveAmmo (RUNTIME_CLASS(AMana2), 20); if (!gaveMana) { // Didn't need the mana, so don't pick it up return false; } } else if (shouldStay) { // Cooperative net-game if (toucher->player->pieces & PieceValue) { // Already has the piece return false; } toucher->GiveAmmo (RUNTIME_CLASS(AMana1), 20); toucher->GiveAmmo (RUNTIME_CLASS(AMana2), 20); } else { // Deathmatch or singleplayer game gaveMana = toucher->GiveAmmo (RUNTIME_CLASS(AMana1), 20) + toucher->GiveAmmo (RUNTIME_CLASS(AMana2), 20); if (toucher->player->pieces & PieceValue) { // Already has the piece, check if mana needed if (!gaveMana) { // Didn't need the mana, so don't pick it up return false; } checkAssembled = false; } } // Check if fourth weapon assembled if (checkAssembled) { toucher->player->pieces |= PieceValue; for (int i = 0; i < 9; i += 3) { int mask = (WPIECE1|WPIECE2|WPIECE3) << i; if (PieceValue & mask) { if (toucher->CheckLocalView (consoleplayer)) { StatusBar->SetInteger (0, i); } if ((toucher->player->pieces & mask) == mask) { gaveWeapon = (FourthWeaponClass != NULL); } break; } } } if (gaveWeapon) { TempFourthWeapon = static_cast(Spawn (FourthWeaponClass, x, y, z)); if (TempFourthWeapon != NULL) { gaveWeapon = TempFourthWeapon->TryPickup (toucher); if (!gaveWeapon) { TempFourthWeapon->GoAwayAndDie (); } } else { gaveWeapon = false; } } if (gaveWeapon || gaveMana || checkAssembled) { GoAwayAndDie (); } return gaveWeapon || gaveMana || checkAssembled; } bool AFourthWeaponPiece::ShouldStay () { return PrivateShouldStay (); } bool AFourthWeaponPiece::PrivateShouldStay () { // We want a weapon piece to behave like a weapon, so follow the exact // same logic as weapons when deciding whether or not to stay. if (((multiplayer && (!deathmatch && !alwaysapplydmflags)) || (dmflags & DF_WEAPONS_STAY)) && !(flags & MF_DROPPED)) { return true; } return false; }